If you just ignore the spiteful stuff it’s much easier to talk to him.
Nobody is expecting that, especially not from a multiplayer.
And I agree that it’s an argument from popularity, for a gimmick as small as this I don’t see the problem in that.
If you just ignore the spiteful stuff it’s much easier to talk to him.
Nobody is expecting that, especially not from a multiplayer.
And I agree that it’s an argument from popularity, for a gimmick as small as this I don’t see the problem in that.
lol show me the spiteful part of my post? Saying it shouldn’t be removed because good players will be better without it is a very poor reason. In that respect, bad players will be better without it as well which strikes me as a good thing… they may be more inclined the try the class out a little more often instead of possibly proving what I’ve already stated in another thread, that people will purposely avoid a class due to the weapon that comes with it.
I just don´t see how it affects any gameplay at all. It´s a gimmick, more cosmetic than anything but people love it because it makes them feel they´re putting more effort in their kills.
A hold breath button just doesn’t do much in this type of game, and immersion is not a very convincing argument. I don’t see it adding any more skill or depth to the weapon, but instead just being an annoying extra button to hit. ETQW sniper made more sense in terms of the shake, where the farther in the zoom level the more control was required- which allowed it a lot of versatility and made a lot of logical sense in terms of how exposed/close in proximity a sniper chose to make themselves. Sniper can be good in the right hands, but even then it’s not blatantly OP or easy by any means. Removing hold breath won’t change that at all.
I’m sure you have and I imagine most on here have experienced the same, but you don’t have to open every response to somebodies feedback by making it personal. Everybody is entitled to have their own feelings about the game and share them. As a designer I’d much rather hear all points of view than have those that don’t “toe the line” shouted down by more vocal community members.
As for the feedback in this thread, I’m more than willing to try the Sniper Rifles without a ‘hold breath’ mechanic but very much against the Sniper being usable at close quarters, either via lack fo sway or quick scoping. Hold breath was one way to help control that whilst still making the weapon usable in what are, frankly, environments that are already a little hard on the Sniper Rifles.
We’ll look to try some stuff out over the coming months and see how it goes.
I’m finding that the (IMHO) OP sniping atm means I’m continually looking for hidden snipers rather than focussing on objectives most of the time because I know that I will die to a random sniper as soon as I break cover (I’m currently dying about 80% of the time to sniping). The long breath control is just giving the sniper too much time to settle on a target who is either firing or repairing (both things which currently require either no or very little movement to work and make you a sitting duck).
[QUOTE=Anti;422598]… but very much against the Sniper being usable at close quarters, either via lack fo sway or quick scoping…
We’ll look to try some stuff out over the coming months and see how it goes.[/QUOTE]
reduce movement while rifle is equipped.
[QUOTE=Anti;422598]I’m sure you have and I imagine most on here have experienced the same, but you don’t have to open every response to somebodies feedback by making it personal. Everybody is entitled to have their own feelings about the game and share them. As a designer I’d much rather hear all points of view than have those that don’t “toe the line” shouted down by more vocal community members.
As for the feedback in this thread, I’m more than willing to try the Sniper Rifles without a ‘hold breath’ mechanic but very much against the Sniper being usable at close quarters, either via lack fo sway or quick scoping. Hold breath was one way to help control that whilst still making the weapon usable in what are, frankly, environments that are already a little hard on the Sniper Rifles.
We’ll look to try some stuff out over the coming months and see how it goes.[/QUOTE]
Why not just taking solid measures to disallow quickscoping crap/bug usage? So that even macros won’t help?
Umm isn’t the randomness enough to disable quick scoping? Currently close range sniping is much less useful than in etqw, but medium is also hindered due to too high zoom level which only lets you see only one doorway.
It could be. It wasn’t in ETQW though, that’s why I’m a little nervous about this.
Still, no reason not to try it and see.
Reducing the strength of the scope lens wouldn’t cause any problems though would it? That’s what Murka was trying to say.
Reduce body shot damage at close range perhaps? I think anyone who is head-shotting people at close range deserves their kill.
Umm isn’t the randomness enough to disable quick scoping?
Depends on the targets health.
Versus full hp players the sniper has to compensate for the randomness midscope.
Versus low hp they dont, as they dont need a hs.
That said, I think its fine the way it is due to the maps.
Doesn’t matter as the quickscopers don’t rely on sight while shooting. They lead the target, scope, shoot. Whatever they see through the scope isn’t factored in.
I’d love to see this go, simply because I hate any “toggles”. Holding another button while working with crouch just seems unnatural. It’s not terrible, just a little awkward. Also seems a bit pointless, really, if quick-scoping is your deal.
I really liked ET:QW sniping, but if the close-quarters-viable style isn’t what you have in mind, another solution might be best. Some sort of short accuracy or damage penalty represented by something like a brief “focus-in” effect?* A higher penalty for switching to your secondary after firing?
Right now the mid-range capabilities are really weak, in favor of keeping the CQC sniping inert.
*(Talking really short, not like a charge-up sniper)
[QUOTE=Humate;422776]Depends on the targets health.
Versus full hp players the sniper has to compensate for the randomness midscope.
Versus low hp they dont, as they dont need a hs.
That said, I think its fine the way it is due to the maps.[/QUOTE]
Not sure what randomness you both meant, but what if randomize the scope appearance time (in ms range) - that might be enough to distort macroing…
Every time you aim at a player pre-scope, and then enter scope, the dot will randomly move and land somewhere else.
So in order to get a headshot super fast, you have to aim twice.
[QUOTE=Humate;423339]Every time you aim at a player pre-scope, and then enter scope, the dot will randomly move and land somewhere else.
So in order to get a headshot super fast, you have to aim twice.[/QUOTE]
Are you saying this is a good thing because it prevents quick-scoping?
Or a bad thing because you want to be able to quick-scope?
I haven’t noticed this yet, but if it is the case then this sounds like a much better solution than having a large spread for a long time after scoping.
+1
EDIT: Just read and now understood your previous post(s), so I guess you approve also.